Baston Posts: 40
5/6/2016
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Having to sell the different ressources by using the production building quickly become laborious. And having to configure all transport and freighter to sell ressources is also sometimes quite tedious.
Thus I think that we should have another type of building, with several buy/sell slots. It would probably count as a production building, that we can upgrade to have acces to more buy/sell slots, or to sell more ressources of one type each turn.
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CmrdRowen Posts: 47
5/6/2016
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Look right there :
http://forum.baronsofthegalaxy.com/topic78-instead-of-factories-selling.aspx
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Doctor Dread Administrator Posts: 1478
5/6/2016
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I have an idea for that. I'm trying to work on it this week. On the Assets list you will be able to click something like "Mass Update" and it will add a check box column and another dropdown or two depending on the asset type. you'll be able to one shot select everything if you like and tell them all to upgrade, or set there buy sell, production etc. Might be a "Mass Upgrade" and "Mass Production" .button that will render the list differently depending on what you are trying to "Mass" do. This solves a lot of problems at once. I also want to make it so when youupgrade a building or unit, you can ttell it to what level you want to upgrade it to and it will keep issuing a new upgrade till you get there..
ALSO I want to make the shipyard and military base be able to construct units starting at higher levels, with the max level being the level of the Base. So a level 5 base can build level 5 units. It would be a little faster than upgrading them normally and a lot less tedious
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Baston Posts: 40
5/27/2016
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I have another suggestion, close to the "Mass BS", to make the buy/sell system much easier : When we select a location, I think that we should have access to a buy/sell page with a "BS Power" that is the sum of the "BS Power" of the buildings at this location. There we can make several BS orders that will be executed each turn, or for X turn. And in the case where the player has no building at this location, he can for example put some ground units or ships to generate some "BS Power". Another way, as suggested above, would be the "distribution center", which counts as a fixed unit, and generates much more "BS Power". Another interesting feature with this system could be the following : the player can share his "BS Power" to his guild and other players, to allow friends to buy/sell more easily to the city. He can even charge the others with a transaction fee. This way, when a player want to sell to another city he can either use ground units to sell to the location with some orders OR simply drop off all ressources then go to the "buy/sell page" of the location, select a "BS Power" from another player and use it to sell his products.
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Doctor Dread Administrator Posts: 1478
5/28/2016
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If you're already transporting the products there, what's the advantage of having someone else sell them for you? It's a rare case where the ship doesn't want to sit around selling at a low volume and would rather dump it for someone else to sell and go back.
The distribution center idea makes more sense where you don't have any production in a big city but you want to sell all sots of stuff there so you put a distribution center in and ship stuff to location. The DCenter can probably be set to sell 5-10 different products at once at different rates depending on its level. When the number of structures you can have is much lower like it's going to be the DCenter becomes a viable option.
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Guest
5/29/2016
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The problem when using units to transport the ressources is that you can only sell one type of ressource per turn, unless you create many units with different orders, which takes a really long time to do. The other solution would be that units have a Mass Pick Up/Drop Off and a Mass Sell/Buy order, so that we don't have to create dozens of groups and orders. I agree that with really big cities you don't really need someone else to sell things for you, because your transport can do it quickly. However for newly founded cities, I don't really feel like sitting around for hundreds of turns. It may be a rare case, but that's the exact reason why I don't try to create cities, it's logistically unmanageable. In this case I would rather pay some taxes to use the buildings of others to sell my products. This way, instead of having X transports selling to X cities, I can have only one transport going to those X cities. This is a save of time, a save of units and a save of money.
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CmrdRowen Posts: 47
6/28/2016
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I hope the idea is still considered, when making something else than raw materials it could really help with managing your raw mats.
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Jazzek Posts: 57
6/29/2016
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An example for the need for this... City was founded on turn 2900. I brought two freighters with some resources to help get it off the ground, 66 turns later they haven't even sold half of the stuff in their inventory. There's 15 different types of products they're each trying to sell and I'm guessing they'll be there for probably around 200 turns before they've managed to sell it all. This is time that would be much better spent using freighters to actually freight stuff, not sitting for 200 turns in a city selling 1 of their products at a time. Distribution center would mean I could drop the stuff off, the center sells a bunch at a time (maybe can sell more with higher upgrade level or something?) and the freighters can get back to transporting stuff while the center does the selling.
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Masdus Posts: 68
6/29/2016
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Jazzek wrote:
An example for the need for this... City was founded on turn 2900. I brought two freighters with some resources to help get it off the ground, 66 turns later they haven't even sold half of the stuff in their inventory. There's 15 different types of products they're each trying to sell and I'm guessing they'll be there for probably around 200 turns before they've managed to sell it all. This is time that would be much better spent using freighters to actually freight stuff, not sitting for 200 turns in a city selling 1 of their products at a time. Distribution center would mean I could drop the stuff off, the center sells a bunch at a time (maybe can sell more with higher upgrade level or something?) and the freighters can get back to transporting stuff while the center does the selling.
No, that is an example of a single player trying to do too much on their own. Cities are a collaborative effort after all.
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Jazzek Posts: 57
6/29/2016
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Masdus wrote:
Jazzek wrote:
An example for the need for this... City was founded on turn 2900. I brought two freighters with some resources to help get it off the ground, 66 turns later they haven't even sold half of the stuff in their inventory. There's 15 different types of products they're each trying to sell and I'm guessing they'll be there for probably around 200 turns before they've managed to sell it all. This is time that would be much better spent using freighters to actually freight stuff, not sitting for 200 turns in a city selling 1 of their products at a time. Distribution center would mean I could drop the stuff off, the center sells a bunch at a time (maybe can sell more with higher upgrade level or something?) and the freighters can get back to transporting stuff while the center does the selling.
No, that is an example of a single player trying to do too much on their own. Cities are a collaborative effort after all.
... Says the person running 4 accounts
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CmrdRowen Posts: 47
6/29/2016
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Yes but if you want to trade raws from another plot on a per turn basis to some people who needs the raws for making more complex stuff, or delivering it to your own factory and selling the excess, distribution centers become pretty much useful as you can manage you supply chains in a better way, transports doing the moving, and distribution centers doing the selling. Right now it's getting annoying when you have to manage your supply chains with a wider and wider array of materials to process...
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Jazzek Posts: 57
6/29/2016
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But bickering aside, yes, I'm trying to see how possible it is for someone with huge amounts of money & very high corp hq level to get a city sustainable; at least in the beginning stages. I figure it's something that the people who've been around for a very long time in the game will probably want to try.
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Masdus Posts: 68
6/29/2016
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So be smart about it. With the changes to troop logistics it is now feasible to have a lot of lvl 1 transports. I park a transport or 2 in the city with looping pick up and deliver orders, freeing up those more expensive upgraded cargo unit to travel. I also toyed with doing it for general sales in order to have a less variable turn by turn income.
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Doctor Dread Administrator Posts: 1478
6/29/2016
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Jazzek wrote:
But bickering aside, yes, I'm trying to see how possible it is for someone with huge amounts of money & very high corp hq level to get a city sustainable; at least in the beginning stages. I figure it's something that the people who've been around for a very long time in the game will probably want to try.
The game is not designed to have single corporation sustain a city by themselves. Several corporations come to a city and sell to it or produce form it is how its maintained. The demand at cities outside of sol can go up to 1000 and does so pretty quickly. It's supposed to be populated y players as a means of profit not as a humanitarian project =)
It is a little difficult to supply the first few cities of a new system unless several people start mining resources out there first but with no place to sell their products except back across to another system it makes it difficult for it all to get going. I've upped the movement upgrades to 50%, everything is 50% upgrade now on ships. You can make ships that can move fast enough between system to make it viable.
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Jazzek Posts: 57
6/29/2016
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Masdus wrote:
So be smart about it. With the changes to troop logistics it is now feasible to have a lot of lvl 1 transports. I park a transport or 2 in the city with looping pick up and deliver orders, freeing up those more expensive upgraded cargo unit to travel. I also toyed with doing it for general sales in order to have a less variable turn by turn income.
I also realised this morning I could probably use my ranches to sell off the various goods too, now that their products aren't worth selling for a while, haven't had a chance to test that out yet though. Been too busy :-(
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Doctor Dread Administrator Posts: 1478
6/29/2016
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Jazzek wrote:
An example for the need for this... City was founded on turn 2900. I brought two freighters with some resources to help get it off the ground, 66 turns later they haven't even sold half of the stuff in their inventory. There's 15 different types of products they're each trying to sell and I'm guessing they'll be there for probably around 200 turns before they've managed to sell it all. This is time that would be much better spent using freighters to actually freight stuff, not sitting for 200 turns in a city selling 1 of their products at a time. Distribution center would mean I could drop the stuff off, the center sells a bunch at a time (maybe can sell more with higher upgrade level or something?) and the freighters can get back to transporting stuff while the center does the selling. It is a difficult mechanic to implement because several other people could be selling at the same time and there's a limit (the volume) that can be sold in a turn and it all happens "in one pass" in the code, no looping. I want to try making a "Pick up All" and "Sell All" option to the order. "All" not as in quantity but "All" as in every different type you are carrying. I might be able to make that happen in one turn. So you can go to a location and pick up "all" which will pick up everything it can and then sell "All" which will try to sell all the different types at once. One day I'll get on that
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+1
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Jazzek Posts: 57
6/29/2016
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Doctor Dread wrote:
Jazzek wrote:
An example for the need for this... City was founded on turn 2900. I brought two freighters with some resources to help get it off the ground, 66 turns later they haven't even sold half of the stuff in their inventory. There's 15 different types of products they're each trying to sell and I'm guessing they'll be there for probably around 200 turns before they've managed to sell it all. This is time that would be much better spent using freighters to actually freight stuff, not sitting for 200 turns in a city selling 1 of their products at a time. Distribution center would mean I could drop the stuff off, the center sells a bunch at a time (maybe can sell more with higher upgrade level or something?) and the freighters can get back to transporting stuff while the center does the selling. It is a difficult mechanic to implement because several other people could be selling at the same time and there's a limit (the volume) that can be sold in a turn and it all happens "in one pass" in the code, no looping. I want to try making a "Pick up All" and "Sell All" option to the order. "All" not as in quantity but "All" as in every different type you are carrying. I might be able to make that happen in one turn. So you can go to a location and pick up "all" which will pick up everything it can and then sell "All" which will try to sell all the different types at once. One day I'll get on that
<3
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Jazzek Posts: 57
7/2/2016
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is the 'sell all different types' option going to be something that will likely be worked on sooner, or further down the track? Just wondering if I should set up a fleet of 10 corvettes to sell my meats or hold out until it's implemented.
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Doctor Dread Administrator Posts: 1478
7/2/2016
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Jazzek wrote:
is the 'sell all different types' option going to be something that will likely be worked on sooner, or further down the track? Just wondering if I should set up a fleet of 10 corvettes to sell my meats or hold out until it's implemented.
I wouldn't hold your breath =)
A lot of the "quality of life" changes are pushed towards the end. When we're not working on features anymore then we go back and make all the screens easier to use.
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Jazzek Posts: 57
7/2/2016
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No worries. :-)
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